200,687 Commits over 4,171 Days - 2.00cph!
- SC card outcomes/stat mods
Bandage and syringe no longer revive players
Large medkit reduces bleeding by 100
Attempting a revive delays the wound-inflicted death if imminent (never dies while revive in progress or immediately after)
Fixed being unable to bandage other players (RUST-1193)
Weather types have min/max temperature levels
Full clothing and armor balancing pass (15% more body damage when fully geared)
Couple of minor renames in Agent, UDM, GPVSlot and BC
BehaviourChainSelectorParameters cleanup
Fixed bonuses not showing correctly in the AI debugger
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Automated Windows Build #410
Slightly reduced projectile radius of slugshot, buckshot, arrows and explosive rifle ammo
- Started upgrade classes and definitions
- SaveGame will now serialize/deserialze upgrades
Automated Linux DS Build #410
Automated Windows Build #411
Fixed hapis lake and river placeholder mats
Automated Linux DS Build #411
Placing a building creates a building desire
Increased throwable and arrow headshot multiplier to 1.5
Fixed lake water handling
Increased player wounded time
Fixed game trace bounds of player collision being insufficiently big when wounded
Fixed group desire consideration incorrectly returning false
renamed music convar to prevent loading at 1.0 volume
updated loot tables to slightly reduce changes of finding double barrel in crates
slightly more chance of ammo slihgtly less of weapons
BehaviourChain Selectors now have an associated "plan" instance type (BehaviourChainSelectorPlan), to be consistent with our DecisionPlan type objects
It's now possible to open the AI debugger for your selected unit without having the debug tools window open as well (F2)
Lots of tweaks to the debugger and colors, and other tools design things
Adjusted some weather wetness and min/max temperature values
Fixed scoring bonuses not actually showing as bonuses in the AI debugger
Left a TODO in VItalSimulators.Warmth re heat maps
Added a placeholder simulator for the Warmth need
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
max condition is now shown on damaged items as a red bar
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
- More upgrade system work, definition SO
updates to beancan vm source
Refactored and commented DSE
Cut warpath from music list
A couple of changes to decision scoring.
- Bit more upgrades stuff
fixed incorrect frame rate and end frames on lots of anims
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
Project setting, shader variants
MovementMode AI module tweaks
DSE formatting tweaks
Module rename, Unit DM data fixes